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<blockquote data-quote="Voadam" data-source="post: 4572746" data-attributes="member: 2209"><p>I'd say there is a ton of history of D&D characters who were not combat role specialists but mostly there to experience the adventure. I couldn't tell you what combat role the halfling race/class out of basic D&D filled but they were decent enough at surviving an adventure. Thieves had backstab and short bows. Spellcaster role would vary depending on what spells they prepared. Front line fighters aren't really tankish defenders if they don't have heavy armor or they choose to be archers. Monks were mobile and in 3e good at mage killing and surviving most everything but that's tough to categorize into a 4e combat role.</p><p></p><p>I've seen plenty of times where people felt free to experiment with interesting classes and multiclass combos that did not fit the roles or filled them sub parly or played their characters in ways that did not slot into 4e combat roles.</p><p></p><p>D&D IME can often be more along the lines of 6 guys fighting evil in an adventure than a team of 2 strikers, a leader, 2 defenders, and a controller fighting evil in an adventure.</p><p></p><p>Having someone in a party who can heal was usually the big issue but lots of classes could use cure light wound wands in 3e so this alleviated a lot of need for a cleric.</p></blockquote><p></p>
[QUOTE="Voadam, post: 4572746, member: 2209"] I'd say there is a ton of history of D&D characters who were not combat role specialists but mostly there to experience the adventure. I couldn't tell you what combat role the halfling race/class out of basic D&D filled but they were decent enough at surviving an adventure. Thieves had backstab and short bows. Spellcaster role would vary depending on what spells they prepared. Front line fighters aren't really tankish defenders if they don't have heavy armor or they choose to be archers. Monks were mobile and in 3e good at mage killing and surviving most everything but that's tough to categorize into a 4e combat role. I've seen plenty of times where people felt free to experiment with interesting classes and multiclass combos that did not fit the roles or filled them sub parly or played their characters in ways that did not slot into 4e combat roles. D&D IME can often be more along the lines of 6 guys fighting evil in an adventure than a team of 2 strikers, a leader, 2 defenders, and a controller fighting evil in an adventure. Having someone in a party who can heal was usually the big issue but lots of classes could use cure light wound wands in 3e so this alleviated a lot of need for a cleric. [/QUOTE]
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